precision mediump float;
uniform float whiteIntensity;


void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    vec2 uv = fragCoord.xy / iResolution.xy;

    vec4 color = texture(iChannel0,uv);
    fragColor = mix(color,vec4(1.0,1.0,1.0,1.0),whiteIntensity);
   // fragColor = color*whiteIntensity;
  //  fragColor =vec4(1.0,1.0,1.0,1.0);

}
